Dakka Veteran
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Been toying around with a few lists, and looking for feedback on this one. Primary Detachment: Iron Hands HQ: - Chapter Master - 255 - Bike, Artificer Armor, Shield Eternal, Auspex, Powerfist (swap bolt pistol), *NOTE: If GW says we can stack relics he's getting a burning blade* - Techmarine - 75 - Servo-harness Troops: - Bike Squad - 145 - 5x bikes, 2x grav guns, 1x combi-grav - Bike Squad - 187 - 7x bikes, 2x plasma guns, 1x combi-plasma - Tactical Squad - 140 - 5x marines, melta-gun and combi-melta, Drop Pod w/ Deathwind Launcher Heavy Support: - Predator Annihilator - 140 - TL-Las, Las Sponsons - Vindicator - 125 - Whirlwind - 65 Fortification: - Aegis Defense Line - 100 - Quad Gun Secondary Detachment: Crimson Fists (Imperial Fists) HQ: - Pedro Kantor - 185 Troops: - Tactical Squad - 125 - 5x marines, melta-gun and combi-melta, Drop Pod Elites: - Sternguard - 243 - 9x Sternguard, Drop Pod Heavy Support: - Devastator Squad - 215 - 10x Devastators, 3x Lascannons, 1x ML Total: 2000 points Concept/Strategy: - I like bikes a lot, so I used them instead of tac squads. In addition, firing special weapons as relentless is nice. IH CM goes with 5 bike squad, while 7 bike squad is self-contained. - IH CM build is that super hard to kill build. Gave him a Powerfist to sort of emulate the Burning Sword, assuming he can't stack relics. Pale imitation, but still potent. - Whirlwind, Vindicator, and Predator all have IWND thanks to IH CT. Vindicator moves forward, but Whirlwind and Predator stay back for fire support. - Techmarine wedges himself in between Whirlwind and Predator and fixes hull points on a 3+. Combination of Techmarine and IWND makes them incredibly tough to off - Devastators have tank hunters, combat squad themselves into two targets, with one of them manning the Quad Gun. - Tactical squads descend on turn 1 to crack vehicles/buildings with melta guns. - Deathwind launcher is on one pod as a nasty surprise turn 2. Most people overlook drop pods, so having a DWL will get their attention. - Kantor + Sternies come down turn 2 or 3 hopefully, and should be mopping up most of what is left after the Devastators, Predator Annihilator, Quad Gun, and Tactical Squads had their say. Same with the bikes. Comments, critiques? Thanks in advance, as always. Automatically Appended Next Post: I made an alternative to this list, so I figured I'd post here instead of making a new thread. Instead of IH/IF it is IH/WS primaries and IF secondary. Primary Detachment: Iron Hands: 1005 points HQ: - Chapter Master - 250 - Bike, Artificer Armor, Shield Eternal, Auspex, Powerfist (swap bolt pistol), *NOTE: If GW says we can stack relics he's getting a burning blade* - Techmarine - 75 - Servo-harness Troops: - Tactical Squad - 125 - 5x marines, melta-gun and combi-melta, Drop Pod - Tactical Squad - 125 - 5x marines, melta-gun and combi-melta, Drop Pod Heavy Support: - Predator Annihilator - 140 - TL-Las, Las Sponsons - Vindicator - 125 - Whirlwind - 65 Fortification: - Aegis Defense Line - 100 - Quad Gun Primary Detachment: White Scars: 659 points HQ: - Khan - 150 pts - Moondrakken Troops: - SM Bike Squad - 187 - 7x bikes, 2x grav guns, 1x combi-grav - SM Bike Squad - 187 - 7x bikes, 2x plasmaguns, 1x combi-plas - SM Bike Squad - 135 - 5x bikes, 2x plas OR grav guns Secondary Detachment: Crimson Fists (Imperial Fists): 335 points HQ: - Master of the Forge - 90 Troops: - Tactical Squad - 125 - 5x marines, melta-gun and combi-melta, Drop Pod Heavy Support: - Devastator Squad - 120 - 5x Devastators, 2xML w/ Flakk Total: 1005 (IH) + 659 (WS) + 335 (IF) = 1999/2000 The basic concept is similar. The marines still drop in turn one to tank crack (3rd pod does that later), the devs (now 5 men) still man the ADL, the vind still goes up the field, and the pred and whirl still provide long range support with the techmarine around to fix them up if necessary. The difference comes with the WS detachment. Whereas the previous bikers had no scout/outflank abilities, these do. While the IH CM doesn't have that, he is hardy enough to just hang out on his own if I want him to, or to lead a squad and absorb everything the enemy can toss at them while they decide not to scout/outflank. Lastly, having a MotF means I have two models with bolster defenses, and thus can have 2 boosted terrain pieces. Between those two pieces and the ADL, I have a ton of good backline cover for my Predator, Whirlwind, Devastators, and ADL. In addition, the MotF is also able to repair vehicles, so that allows me to deploy the whirlwind and predator farther apart instead of close enough that the techmarine can run back and forth. Allows for some nifty deployment concepts.
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